Shield recharge - MISCONCEPT!

I don't see how this is a problem. Want a bigger ship? Deal with bigger problems like a longer re-charge. Got a bigger ship? Learn to deal with players while you're weak from less shields.

You dont like big ships, cool. Others do. In no way does owning a bigger ship entail you have "bigger" problems. That logic is fouled from the get go. People invest into bigger and better equipment, welcome to progression based video games. All ships should recharge at a percentage base per second. The end.
 
This is the really ridiculous part - should an Anaconda's shield charge at the same 1.6MJ/sec rate as a little Eagle? Its like handing the 'conda pilot a little drip tube and telling him to fill up the fuel tank with it. It might be okay for the Eagle but certainly gimps the 'conda.

Shield recharge should scale with the size of the ship - some ships could have slower or faster recharge, as well as having larger or smaller base shields etc.

The idea that all shields regardless of size charge at the same rate is utterly non-sensical.

OT: I think shield recharge in ststion should be faster (2-3x perhaps) and pilots should be able to expend cells or buy shield recharge as a 'repair'. Improve turnaround - remove the silly blast gate/drop thingy on medium and large pads, and let us get off the pad quicker and out of the door to have fun.

Well said Commander. I agree.
 
I must be honest, this issue hasn't affected me much thus far. I do, however, agree that something needs to be done with the utterly preposterous fact that your rep decays when you're offline but your shields do not recharge. That's just stupid.

OK, since this discussion is still going (and rightly so!), let me chip in with another blaring idiocy re topic that hit me in full swing yesterday. I took on 4 assassination missions and by the time the third was over, I was pretty beaten up. That didn't stop me from attacking the fourth target. They (wing of three) chewed my ass proper and had to disengage but I've damaged all three badly.
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What I saw A FEW SECONDS later in supercruise just made me laugh maniacally. All three ships, 100% shields AND 100% hull!! What? I'd strongly suggest that instead of screaming for (in the end completely meaningless) crap like PvP arenas or planetary landings, we unite our lungs and let Frontier realise they need to clean up this mess!
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Elite: Random Rules.
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I had massive amounts of fun last night with stacking-up missions, there are good things here. But they really should do without those are-you-having-a-laugh moments!
 
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OK, since this discussion is still going (and rightly so!), let me chip in with another blaring idiocy re topic that hit me in full swing yesterday. I took on 4 assassination missions and by the time the third was over, I was pretty beaten up. That didn't stop me from attacking the fourth target. They (wing of three) chewed my ass proper and had to disengage but I've damaged all three badly.
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What I saw A FEW SECONDS later in supercruise just made me laugh maniacally. All three ships, 100% shields AND 100% hull!! What? I'd strongly suggest that instead of screaming for (in the end completely meaningless) crap like PvP arenas or planetary landings, we unite our lungs and let Frontier realise they need to clean up this mess!
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Elite: Random Rules.
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I had massive amounts of fun last night with stacking-up missions, there are good things here. But they really should do without those are-you-having-a-laugh moments!

Well said.

Of course the argument is that having NPCs remember their status when changing instances "is impossible to implement" or "would require massive resources". Quite frankly, I find this whole thing a copy of the 10% module sale penalty - generally a good idea, but needs a whole bunch of other stuff before it can be implemented. In case of modules this was having the ability to store and transport modules as cargo. In the case of shields - the shields need to be reworked from the ground up, NPCs need to follow the same rules and so forth.
 
I don't see how this is a problem. Want a bigger ship? Deal with bigger problems like a longer re-charge. Got a bigger ship? Learn to deal with players while you're weak from less shields.

That's not the issue. The issue is unnecessary downtime outside of combat. It may also be that the combat system in general needs an overhaul.

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I agree. But, with a larger ship, you can expect a bit longer, although 10 minutes seems to be a little long.

Try 20 minutes. Ain't nobody got time for that.
 
I guess it's a bit subjective. How long is a "stupidly long recharge"? When does it not count as a "stupidly long recharge"?

I submit for approval a definition or two:

Stupidly Long = No shields at 11PM & No Shields at 6PM the next day because it doesn't ruddy well charge when I go to bed!

Just Rubbing Your Face It In = Having to wait until 6:20PM for the Anaconda Shields to charge up again.
 
perhaps shield recharge rate should be dependant on pips in system, how charged system capacitor is, rating of power distributor, rating of power plant and unused power percentage.

so something like

PIPS = how many pips in system Values as follows 1 = 0.25, 2 = 0.50, 3 = 0.75, 4 = 1

PPRATE = Power Plant Rating (A, B, C, D, E) Values as follows A = 100, B = 80, C = 60, D = 40, E = 20

DISTRATE = Power Distributor Rating (A, B, C, D, E) Values as follows A = 100, B = 80, C = 60, D = 40, E = 20

FREEPOWER = Total power generated by reactor - Power currently used by modules. For this excercise I will use my ASP, 20.40 MJ (A Grade) Power Unit, and with everything powered up 77% usage or 15.71MJ Used so 4.69MJ Free

FLTSTAT = Flight Status (Docked, Supercriuse, Normal, Planetary Atrmosphere) Values Docked = 2, Supercruise = 1.2, Normal = 1, Planetary Atmosphere = 0.5

RRMOD = Recharge Rate Modifier

RRMOD = ( ( (PIPS * FLTSTAT) * (PPRATE + DISTRATE) ) * FREEPOWER )

and then divide that by X (definable by FDev) and use it as a percentage of increase in shield recharge so that way if you want to recharge shields even faster you can do so by turning off other equipment to free up power and adding more pips to system will actually help... of course the numbers can be tweaked as per FDevs choosing...

I did knock up a quick and dirty spreadsheet to test some of the variations and essentially the final modifier can be manipulated to not be uberpowered while still allowing commanders a way to boost shield recharge by sacrificing power from elsewhere OR by designing their ships to not use full power and the left over power will be beneficial to an extent with shields...

Yes of course those people with the best rated power plant AND best ratd distro will get the most benefit as long as they have surplus power and yes I know I set these numbers so in supercruise your shields recharge 1.2x faster than normal space and when docked 2x faster than normal space...
 
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yes I know I set these numbers so in supercruise your shields recharge 1.2x faster than normal space and when docked 2x faster than normal space...

I think normal flight and SC should be treated equally. Instead, what you ought to have is an "in-combat" and "out-of-combat" states. The only issue is that these might be hard to define. In the simplest terms it could be calculated by having retracted hardpoints and not taking any damage for X seconds, where X needs to be adjusted for gameplay balance.
 
I think normal flight and SC should be treated equally. Instead, what you ought to have is an "in-combat" and "out-of-combat" states. The only issue is that these might be hard to define. In the simplest terms it could be calculated by having retracted hardpoints and not taking any damage for X seconds, where X needs to be adjusted for gameplay balance.

hence why I set supercruise mode to 1.2X to allow for the fact that in supercruise you are essentially out of combat... Also note that they way I have structured this, the more unused power you have available the more pronounced the actual recharege effect. This can be obtained by having weapons turned off (not just retracted), turning off non essential systems for improving the recharge rate etc...

The idea is mainly that the game should have a system in place where the shield recharge rate can be affected by us players through our build choices, through tactics such as shutting down systems to boost recharge rate and it should give some real meaning to the use of PIPS in system...

The idea of the recharge modifiers would essentially be in place even during normal fighting, so shield recharge rates when engaged in combat can be altered to suit the situation depending on your pip settings etc

Ultimately what I would like to see is that recharge rates where you have the lowest end (E grade) reactor and power distributor with 1 pip in systems and not much left over power taking the absolute longest time for shields to recharge, while having the highest end (A grade) reactor and power distributor with 4 pips in system and a lot of unused power taking the least time... Especially when docked...

Of course the total modification can be tweaked to suit by the devs... its just an overall idea of a system where the actual ship components and tactcs we pilots employ really make a difference
 
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